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Stealing Peoples Credits Started by: Mr_White on May 29, '12 16:43

I really think that you shouldnt be able to kill a CA until the day its ment to be killed, Day 30. Since there are people out there who seem to think its ok to kill someone else's CA. In away this is stealing their credits that they spent on the CA.

Also I think that if you have a CA and you die I think it should be passed onto your son or daughter through a Will and you get a code on your death screen and you can use that code to redeem your CA and possibly like 80% of the cash you had in your bank aswell.

But also if you no-one likes the idea of a Will. then maybe when you come back after being killed you get a msg from your CA saying something like...

"Im sorry to hear about your father/mother was a terrible tragedy i work closely with them and just before they where gunned down they got a msg out to me to watch out for there son/daughter when they reach the shores so im hear to help you in the same way i helped them."

aswell as this i think you should only be able to have the same amount of time with this CA when you die. so if you die and you only had your CA for 23days you only get that CA for another 7days rather than it starting fresh.

Please post your comments on this...

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In response to transferable CAs:

The reason why the CA's pay out 2x of what you put into them, is because there is a risk involved in them not staying alive the full 31 days. The odds are *greatly* in your favor, however, if I were to make them transferable to your next character in the event of a premature death, I would severely have to cut back on the amount that they earn you to balance it out. I don't think the masses would want to take that big of a hit on their profit to cover the losses of those people who die early.

Reply by: Squishy at Apr 09, '12 03:55



I appreciate your post, and you give good insight to leaders that may not have considered what its like to be a small guy underneath somewhere in the basement of the empire. As far as the admin side of making CAs a 31 day transferable thing like we do with the toolbars, let me try to explain. This is going to sound very calloused, but please hear me out.

The features are sort of like a insurance company for the admins. We gamble that you don't make too much money, you gamble that you do.

DFPs are priced so that you break even after about 7 days (plus a little more time to cover the taxes you pay to your leader). We gamble that you will juuuust make enough money from the DFPs to be happy, but, we hope that you lose it sooner than later so that this cheap DFP isn't pouring millions and millions of profit into the game over a 6 month character with a single DFP. We basically play the law of averages. For every person that loses it early, that fund is used to pay for people who lose it much later than the average. If everyone on average was able to keep a DFP for 2 months, then we would have to 4-5x the price.


Its the same thing with CAs. We hope that you make enough to cover the 2,700,000 it cost (at current credit prices of 9 credits, and 1 to offset the MIA since you can shoot it when its done). But, a full fledged 31 day old CA will make you about 5.5 million off of a 2.7 mill investment. To keep the game from flooding with free money every month, we are gambling that a bunch of people get killed before their CA turns 31 days, thus they only get a partial amount of the 5.5mill, thus offsetting the money getting introduced to the game by those that DO make it the full 31 days.

In the end, we hope that you get enough perks from the CAs (the jail protection, the witness statements and so on) that even if your CA is killed short of the 31 days, that you feel at least that you broke even (especially when considering past and future profits from CAs that do make it to 31 days)

Reply by: Squishy at Feb 16, '12 20:53



In response to a will:

All credits carry over to the next character providing you use the same email address.

Cash, however, does not carry over. If you want your cash to carry over you need to send it to someone before you die, and collect it when you come back. We use death as a way to keep the cash in the game in check, if money carried over on every account, then the value of money would be much less than it already is. Also, this would provide a unfair playing field since people who has been here since day one, would have a HUGE leg up on others in the cash department (think 3 years of cash saved) versus a new player whos been playing 2 months.

So if you want wills, or trust funds, or any sort of bridging the gap between a dead player and a live player, it needs to be done by you as a player, we cant do it, since it would defeat our very purpose of having it :(

Reply by: Squishy at Mar 05, '10 11:30



I am totally against this idea for one major reason, the biggest way we have to remove money from the game, and keep it somewhat in balance, is death. Now, if you've got a bank account stored away with 20 million dollars in it, waiting for your next of kin to come along, that's just slowing the amount of money that is leaving the game, and it'll end up ruining the game's economy even worse.

That's not to mention how it would throw the game out of balance in other ways, such as bodyguards and what not.

I wouldn't vote for this idea. Hell, I'm not too partial about the 35k start up capital, but I think that's a better compromise then this.

Reply by: Anubis at Sep 18, '09 23:37

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Just a quick add to this. Its no longer a 2.7mill investment. Its a 4mill+ investment now and it will only go up from what i see. You still make money in the long run plus the added stuff but its only a matter of time till you make no money off them.

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wait til the next big war and the price of credits will come tumbling down.

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How does war lower credits? Less money in game from people dieing?

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People all come back and put credits on the markets to get start up money, and because so many people do this at once their all competing for the alive peoples money and thus under cut one another way way way downto 250k credits most of the time

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